• 제목/요약/키워드: Goal-directed navigation

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A biologically inspired model based on a multi-scale spatial representation for goal-directed navigation

  • Li, Weilong;Wu, Dewei;Du, Jia;Zhou, Yang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제11권3호
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    • pp.1477-1491
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    • 2017
  • Inspired by the multi-scale nature of hippocampal place cells, a biologically inspired model based on a multi-scale spatial representation for goal-directed navigation is proposed in order to achieve robotic spatial cognition and autonomous navigation. First, a map of the place cells is constructed in different scales, which is used for encoding the spatial environment. Then, the firing rate of the place cells in each layer is calculated by the Gaussian function as the input of the Q-learning process. The robot decides on its next direction for movement through several candidate actions according to the rules of action selection. After several training trials, the robot can accumulate experiential knowledge and thus learn an appropriate navigation policy to find its goal. The results in simulation show that, in contrast to the other two methods(G-Q, S-Q), the multi-scale model presented in this paper is not only in line with the multi-scale nature of place cells, but also has a faster learning potential to find the optimized path to the goal. Additionally, this method also has a good ability to complete the goal-directed navigation task in large space and in the environments with obstacles.

이동 로봇의 자율주행을 위한 목표점 지향 반사 주행 방식 (On a Goal-Directed Reactive Navigation Method for a Mobile Robot)

  • 오용환;윤도영;오상록;박귀태
    • 대한전기학회논문지:시스템및제어부문D
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    • 제53권4호
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    • pp.246-257
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    • 2004
  • This paper proposes two contributions. One is an analysis for the limit of the subject of goal-directed reactive robot navigation, and the other is an effective navigation method employing the scheme of the subject. The analysis for the subject is presented in order to clarify the limit of the method. On the basis of the analysis, a safety-guaranteeing and deadlock-free reactive navigation method is newly proposed. The proposed method has a simple behavior-based frame such that it can make the required navigation tasks such as obstacle avoidance, deadlock resolving, and etc. with a very small set of behaviors in entirely unknown environments such as a living room, an office, and etc. Some results of experiments show these validities.

비전 센서와 초음파 센서를 이용한 이동 로봇의 자율 주행 알고리즘 (An Algorithm of Autonomous Navigation for Mobile Robot using Vision Sensor and Ultrasonic Sensor)

  • 이재광;박종훈;허욱열
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2003년도 학술회의 논문집 정보 및 제어부문 A
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    • pp.19-22
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    • 2003
  • This paper proposes an algorithm for navigation of an autonomous mobile robot with vision sensor. For obstacle avoidance, we used a curvature trajectory method. Using this method, translational and rotational speeds are controlled independently and the mobile robot traces a smooth curvature trajectory that consists of circle trajectories to a target point. While trying to avoid obstacles, the robot fan be goal-directed using curvature trajectory.

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레인 방법에 기반한 이동 로봇의 장애물 회피 (Goal-directed Obstacle Avoidance Using Lane Method)

  • 도현민;김용식;김봉근;이재훈;오바 코타로
    • 로봇학회논문지
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    • 제4권2호
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    • pp.121-129
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    • 2009
  • This paper presents a goal-directed reactive obstacle avoidance method based on lane method. The reactive collision avoidance is necessarily required for a robot to navigate autonomously in dynamic environments. Many methods are suggested to implement this concept and one of them is the lane method. The lane method divides the environment into lanes and then chooses the best lane to follow. The proposed method does not use the discrete lane but chooses a line closest to the original target line without collision when an obstacle is detected, thus it has a merit in the aspect of running time and it is more proper for narrow corridor environment. If an obstacle disturbs the movement of a robot by blocking a target path, a robot generates a temporary target line, which is parallel to an original target line and tangential to an obstacle circle, to avoid a collision with an obstacle and changes to and follows that line until an obstacle is removed. After an obstacle is clear, a robot returns to an original target line and proceeds to the goal point. Obstacleis recognized by laser range finder sensor and represented by a circle. Our method has been implemented and tested in a corridor environment and experimental results show that our method can work reliably.

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컴퓨터 게임 환경에서 일반화 가시성 그래프를 이용한 경로찾기 (Path-finding by using generalized visibility graphs in computer game environments)

  • 유견아;전현주
    • 한국시뮬레이션학회논문지
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    • 제14권3호
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    • pp.21-31
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    • 2005
  • In state-of-the-art games, characters can move in a goal-directed manner so that they can move to the goal position without colliding obstacles. Many path-finding methods have been proposed and implemented for these characters and most of them use the A* search algorithm. When .the map is represented with a regular grid of squares or a navigation mesh, it often takes a long time for the A* to search the state space because the number of cells used In the grid or the mesh increases for higher resolution. Moreover the A* search on the grid often causes a zigzag effect, which is not optimal and realistic. In this paper we propose to use visibility graphs to improve the search time by reducing the search space and to find the optimal path. We also propose a method of taking into account the size of moving characters in the phase of planning to prevent them from colliding with obstacles as they move. Simulation results show that the proposed method performs better than the grid-based A* algorithm in terms of the search time and space and that the resulting paths are more realistic.

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